mirror of
https://github.com/jiawanlong/Cesium-Examples.git
synced 2025-07-07 16:57:30 +00:00
1017 lines
18 KiB
JavaScript
1017 lines
18 KiB
JavaScript
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import NodeUniform from './NodeUniform.js';
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import NodeAttribute from './NodeAttribute.js';
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import NodeVarying from './NodeVarying.js';
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import NodeVar from './NodeVar.js';
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import NodeCode from './NodeCode.js';
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import NodeKeywords from './NodeKeywords.js';
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import NodeCache from './NodeCache.js';
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import { createNodeMaterialFromType } from '../materials/NodeMaterial.js';
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import { NodeUpdateType, defaultBuildStages, shaderStages } from './constants.js';
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import { REVISION, NoColorSpace, LinearEncoding, sRGBEncoding, SRGBColorSpace, Color, Vector2, Vector3, Vector4, Float16BufferAttribute } from 'three';
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import { stack } from './StackNode.js';
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import { maxMipLevel } from '../utils/MaxMipLevelNode.js';
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const typeFromLength = new Map( [
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[ 2, 'vec2' ],
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[ 3, 'vec3' ],
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[ 4, 'vec4' ],
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[ 9, 'mat3' ],
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[ 16, 'mat4' ]
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] );
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const typeFromArray = new Map( [
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[ Int8Array, 'int' ],
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[ Int16Array, 'int' ],
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[ Int32Array, 'int' ],
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[ Uint8Array, 'uint' ],
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[ Uint16Array, 'uint' ],
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[ Uint32Array, 'uint' ],
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[ Float32Array, 'float' ]
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] );
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const isNonPaddingElementArray = new Set( [ Int32Array, Uint32Array, Float32Array ] );
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const toFloat = ( value ) => {
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value = Number( value );
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return value + ( value % 1 ? '' : '.0' );
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};
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class NodeBuilder {
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constructor( object, renderer, parser, scene = null ) {
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this.object = object;
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this.material = ( object && object.material ) || null;
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this.geometry = ( object && object.geometry ) || null;
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this.renderer = renderer;
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this.parser = parser;
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this.scene = scene;
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this.nodes = [];
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this.updateNodes = [];
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this.updateBeforeNodes = [];
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this.hashNodes = {};
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this.lightsNode = null;
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this.environmentNode = null;
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this.fogNode = null;
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this.toneMappingNode = null;
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this.vertexShader = null;
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this.fragmentShader = null;
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this.computeShader = null;
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this.flowNodes = { vertex: [], fragment: [], compute: [] };
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this.flowCode = { vertex: '', fragment: '', compute: [] };
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this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
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this.codes = { vertex: [], fragment: [], compute: [] };
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this.bindings = { vertex: [], fragment: [], compute: [] };
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this.bindingsOffset = { vertex: 0, fragment: 0, compute: 0 };
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this.bindingsArray = null;
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this.attributes = [];
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this.bufferAttributes = [];
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this.varyings = [];
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this.vars = { vertex: [], fragment: [], compute: [] };
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this.flow = { code: '' };
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this.chaining = [];
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this.stack = stack();
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this.tab = '\t';
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this.context = {
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keywords: new NodeKeywords(),
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material: this.material,
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getMIPLevelAlgorithmNode: ( textureNode, levelNode ) => levelNode.mul( maxMipLevel( textureNode ) )
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};
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this.cache = new NodeCache();
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this.globalCache = this.cache;
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this.flowsData = new WeakMap();
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this.shaderStage = null;
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this.buildStage = null;
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}
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includes( node ) {
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return this.nodes.includes( node );
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}
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getBindings() {
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let bindingsArray = this.bindingsArray;
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if ( bindingsArray === null ) {
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const bindings = this.bindings;
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this.bindingsArray = bindingsArray = ( this.material !== null ) ? [ ...bindings.vertex, ...bindings.fragment ] : bindings.compute;
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}
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return bindingsArray;
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}
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setHashNode( node, hash ) {
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this.hashNodes[ hash ] = node;
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}
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addNode( node ) {
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if ( this.nodes.indexOf( node ) === - 1 ) {
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const updateType = node.getUpdateType();
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const updateBeforeType = node.getUpdateBeforeType();
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if ( updateType !== NodeUpdateType.NONE ) {
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this.updateNodes.push( node );
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}
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if ( updateBeforeType !== NodeUpdateType.NONE ) {
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this.updateBeforeNodes.push( node );
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}
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this.nodes.push( node );
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this.setHashNode( node, node.getHash( this ) );
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}
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}
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get currentNode() {
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return this.chaining[ this.chaining.length - 1 ];
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}
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addChain( node ) {
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/*
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if ( this.chaining.indexOf( node ) !== - 1 ) {
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console.warn( 'Recursive node: ', node );
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}
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*/
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this.chaining.push( node );
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}
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removeChain( node ) {
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const lastChain = this.chaining.pop();
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if ( lastChain !== node ) {
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throw new Error( 'NodeBuilder: Invalid node chaining!' );
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}
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}
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getMethod( method ) {
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return method;
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}
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getNodeFromHash( hash ) {
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return this.hashNodes[ hash ];
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}
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addFlow( shaderStage, node ) {
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this.flowNodes[ shaderStage ].push( node );
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return node;
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}
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setContext( context ) {
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this.context = context;
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}
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getContext() {
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return this.context;
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}
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setCache( cache ) {
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this.cache = cache;
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}
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getCache() {
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return this.cache;
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}
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isAvailable( /*name*/ ) {
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return false;
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}
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getVertexIndex() {
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console.warn( 'Abstract function.' );
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}
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getInstanceIndex() {
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console.warn( 'Abstract function.' );
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}
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getFrontFacing() {
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console.warn( 'Abstract function.' );
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}
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getFragCoord() {
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console.warn( 'Abstract function.' );
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}
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isFlipY() {
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return false;
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}
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getTexture( /* texture, textureProperty, uvSnippet */ ) {
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console.warn( 'Abstract function.' );
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}
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getTextureLevel( /* texture, textureProperty, uvSnippet, levelSnippet */ ) {
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console.warn( 'Abstract function.' );
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}
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// @TODO: rename to .generateConst()
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getConst( type, value = null ) {
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if ( value === null ) {
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if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
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else if ( type === 'bool' ) value = false;
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else if ( type === 'color' ) value = new Color();
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else if ( type === 'vec2' ) value = new Vector2();
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else if ( type === 'vec3' ) value = new Vector3();
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else if ( type === 'vec4' ) value = new Vector4();
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}
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if ( type === 'float' ) return toFloat( value );
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if ( type === 'int' ) return `${ Math.round( value ) }`;
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if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
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if ( type === 'bool' ) return value ? 'true' : 'false';
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if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
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const typeLength = this.getTypeLength( type );
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const componentType = this.getComponentType( type );
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const getConst = value => this.getConst( componentType, value );
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if ( typeLength === 2 ) {
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return `${ this.getType( type ) }( ${ getConst( value.x ) }, ${ getConst( value.y ) } )`;
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} else if ( typeLength === 3 ) {
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return `${ this.getType( type ) }( ${ getConst( value.x ) }, ${ getConst( value.y ) }, ${ getConst( value.z ) } )`;
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} else if ( typeLength === 4 ) {
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return `${ this.getType( type ) }( ${ getConst( value.x ) }, ${ getConst( value.y ) }, ${ getConst( value.z ) }, ${ getConst( value.w ) } )`;
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} else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) {
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return `${ this.getType( type ) }( ${ value.elements.map( getConst ).join( ', ' ) } )`;
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} else if ( typeLength > 4 ) {
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return `${ this.getType( type ) }()`;
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}
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throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
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}
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getType( type ) {
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return type;
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}
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generateMethod( method ) {
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return method;
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}
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hasGeometryAttribute( name ) {
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return this.geometry && this.geometry.getAttribute( name ) !== undefined;
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}
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getAttribute( name, type ) {
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const attributes = this.attributes;
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// find attribute
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for ( const attribute of attributes ) {
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if ( attribute.name === name ) {
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return attribute;
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}
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}
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// create a new if no exist
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const attribute = new NodeAttribute( name, type );
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attributes.push( attribute );
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return attribute;
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}
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getPropertyName( node/*, shaderStage*/ ) {
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return node.name;
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}
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isVector( type ) {
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return /vec\d/.test( type );
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}
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isMatrix( type ) {
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return /mat\d/.test( type );
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}
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isReference( type ) {
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return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture';
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}
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needsColorSpaceToLinear( /*texture*/ ) {
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return false;
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}
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/** @deprecated, r152 */
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getTextureEncodingFromMap( map ) {
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console.warn( 'THREE.NodeBuilder: Method .getTextureEncodingFromMap replaced by .getTextureColorSpaceFromMap in r152+.' );
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return this.getTextureColorSpaceFromMap( map ) === SRGBColorSpace ? sRGBEncoding : LinearEncoding;
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}
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getTextureColorSpaceFromMap( map ) {
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let colorSpace;
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if ( map && map.isTexture ) {
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colorSpace = map.colorSpace;
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} else if ( map && map.isWebGLRenderTarget ) {
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colorSpace = map.texture.colorSpace;
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} else {
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colorSpace = NoColorSpace;
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}
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return colorSpace;
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}
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getComponentType( type ) {
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type = this.getVectorType( type );
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if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
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const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
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if ( componentType === null ) return null;
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if ( componentType[ 1 ] === 'b' ) return 'bool';
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if ( componentType[ 1 ] === 'i' ) return 'int';
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if ( componentType[ 1 ] === 'u' ) return 'uint';
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return 'float';
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}
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getVectorType( type ) {
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if ( type === 'color' ) return 'vec3';
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if ( type === 'texture' ) return 'vec4';
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return type;
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}
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getTypeFromLength( length, componentType = 'float' ) {
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if ( length === 1 ) return componentType;
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const baseType = typeFromLength.get( length );
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const prefix = componentType === 'float' ? '' : componentType[ 0 ];
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return prefix + baseType;
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}
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getTypeFromArray( array ) {
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return typeFromArray.get( array.constructor );
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}
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getTypeFromAttribute( attribute ) {
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let dataAttribute = attribute;
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if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
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const array = dataAttribute.array;
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const itemSize = isNonPaddingElementArray.has( array.constructor ) ? attribute.itemSize : dataAttribute.stride || attribute.itemSize;
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const normalized = attribute.normalized;
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let arrayType;
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if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
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arrayType = this.getTypeFromArray( array );
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}
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return this.getTypeFromLength( itemSize, arrayType );
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}
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getTypeLength( type ) {
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const vecType = this.getVectorType( type );
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const vecNum = /vec([2-4])/.exec( vecType );
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if ( vecNum !== null ) return Number( vecNum[ 1 ] );
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if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
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if ( /mat3/.test( type ) === true ) return 9;
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if ( /mat4/.test( type ) === true ) return 16;
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return 0;
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}
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getVectorFromMatrix( type ) {
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return type.replace( 'mat', 'vec' );
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}
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changeComponentType( type, newComponentType ) {
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|
||
|
return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
|
||
|
|
||
|
}
|
||
|
|
||
|
getIntegerType( type ) {
|
||
|
|
||
|
const componentType = this.getComponentType( type );
|
||
|
|
||
|
if ( componentType === 'int' || componentType === 'uint' ) return type;
|
||
|
|
||
|
return this.changeComponentType( type, 'int' );
|
||
|
|
||
|
}
|
||
|
|
||
|
addStack() {
|
||
|
|
||
|
this.stack = stack( this.stack );
|
||
|
|
||
|
return this.stack;
|
||
|
|
||
|
}
|
||
|
|
||
|
removeStack() {
|
||
|
|
||
|
const currentStack = this.stack;
|
||
|
|
||
|
this.stack = currentStack.parent;
|
||
|
|
||
|
return currentStack;
|
||
|
|
||
|
}
|
||
|
|
||
|
getDataFromNode( node, shaderStage = this.shaderStage ) {
|
||
|
|
||
|
const cache = node.isGlobal( this ) ? this.globalCache : this.cache;
|
||
|
|
||
|
let nodeData = cache.getNodeData( node );
|
||
|
|
||
|
if ( nodeData === undefined ) {
|
||
|
|
||
|
nodeData = { vertex: {}, fragment: {}, compute: {} };
|
||
|
|
||
|
cache.setNodeData( node, nodeData );
|
||
|
|
||
|
}
|
||
|
|
||
|
return shaderStage !== null ? nodeData[ shaderStage ] : nodeData;
|
||
|
|
||
|
}
|
||
|
|
||
|
getNodeProperties( node, shaderStage = this.shaderStage ) {
|
||
|
|
||
|
const nodeData = this.getDataFromNode( node, shaderStage );
|
||
|
|
||
|
return nodeData.properties || ( nodeData.properties = { outputNode: null } );
|
||
|
|
||
|
}
|
||
|
|
||
|
getBufferAttributeFromNode( node, type ) {
|
||
|
|
||
|
const nodeData = this.getDataFromNode( node );
|
||
|
|
||
|
let bufferAttribute = nodeData.bufferAttribute;
|
||
|
|
||
|
if ( bufferAttribute === undefined ) {
|
||
|
|
||
|
const index = this.uniforms.index ++;
|
||
|
|
||
|
bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
|
||
|
|
||
|
this.bufferAttributes.push( bufferAttribute );
|
||
|
|
||
|
nodeData.bufferAttribute = bufferAttribute;
|
||
|
|
||
|
}
|
||
|
|
||
|
return bufferAttribute;
|
||
|
|
||
|
}
|
||
|
|
||
|
getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
|
||
|
|
||
|
const nodeData = this.getDataFromNode( node, shaderStage );
|
||
|
|
||
|
let nodeUniform = nodeData.uniform;
|
||
|
|
||
|
if ( nodeUniform === undefined ) {
|
||
|
|
||
|
const index = this.uniforms.index ++;
|
||
|
|
||
|
nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
|
||
|
|
||
|
this.uniforms[ shaderStage ].push( nodeUniform );
|
||
|
|
||
|
nodeData.uniform = nodeUniform;
|
||
|
|
||
|
}
|
||
|
|
||
|
return nodeUniform;
|
||
|
|
||
|
}
|
||
|
|
||
|
getVarFromNode( node, type, shaderStage = this.shaderStage ) {
|
||
|
|
||
|
const nodeData = this.getDataFromNode( node, shaderStage );
|
||
|
|
||
|
let nodeVar = nodeData.variable;
|
||
|
|
||
|
if ( nodeVar === undefined ) {
|
||
|
|
||
|
const vars = this.vars[ shaderStage ];
|
||
|
const index = vars.length;
|
||
|
|
||
|
nodeVar = new NodeVar( 'nodeVar' + index, type );
|
||
|
|
||
|
vars.push( nodeVar );
|
||
|
|
||
|
nodeData.variable = nodeVar;
|
||
|
|
||
|
}
|
||
|
|
||
|
return nodeVar;
|
||
|
|
||
|
}
|
||
|
|
||
|
getVaryingFromNode( node, type ) {
|
||
|
|
||
|
const nodeData = this.getDataFromNode( node, null );
|
||
|
|
||
|
let nodeVarying = nodeData.varying;
|
||
|
|
||
|
if ( nodeVarying === undefined ) {
|
||
|
|
||
|
const varyings = this.varyings;
|
||
|
const index = varyings.length;
|
||
|
|
||
|
nodeVarying = new NodeVarying( 'nodeVarying' + index, type );
|
||
|
|
||
|
varyings.push( nodeVarying );
|
||
|
|
||
|
nodeData.varying = nodeVarying;
|
||
|
|
||
|
}
|
||
|
|
||
|
return nodeVarying;
|
||
|
|
||
|
}
|
||
|
|
||
|
getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
|
||
|
|
||
|
const nodeData = this.getDataFromNode( node );
|
||
|
|
||
|
let nodeCode = nodeData.code;
|
||
|
|
||
|
if ( nodeCode === undefined ) {
|
||
|
|
||
|
const codes = this.codes[ shaderStage ];
|
||
|
const index = codes.length;
|
||
|
|
||
|
nodeCode = new NodeCode( 'nodeCode' + index, type );
|
||
|
|
||
|
codes.push( nodeCode );
|
||
|
|
||
|
nodeData.code = nodeCode;
|
||
|
|
||
|
}
|
||
|
|
||
|
return nodeCode;
|
||
|
|
||
|
}
|
||
|
|
||
|
addLineFlowCode( code ) {
|
||
|
|
||
|
if ( code === '' ) return this;
|
||
|
|
||
|
code = this.tab + code;
|
||
|
|
||
|
if ( ! /;\s*$/.test( code ) ) {
|
||
|
|
||
|
code = code + ';\n';
|
||
|
|
||
|
}
|
||
|
|
||
|
this.flow.code += code;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
addFlowCode( code ) {
|
||
|
|
||
|
this.flow.code += code;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
addFlowTab() {
|
||
|
|
||
|
this.tab += '\t';
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
removeFlowTab() {
|
||
|
|
||
|
this.tab = this.tab.slice( 0, - 1 );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
getFlowData( node/*, shaderStage*/ ) {
|
||
|
|
||
|
return this.flowsData.get( node );
|
||
|
|
||
|
}
|
||
|
|
||
|
flowNode( node ) {
|
||
|
|
||
|
const output = node.getNodeType( this );
|
||
|
|
||
|
const flowData = this.flowChildNode( node, output );
|
||
|
|
||
|
this.flowsData.set( node, flowData );
|
||
|
|
||
|
return flowData;
|
||
|
|
||
|
}
|
||
|
|
||
|
flowChildNode( node, output = null ) {
|
||
|
|
||
|
const previousFlow = this.flow;
|
||
|
|
||
|
const flow = {
|
||
|
code: '',
|
||
|
};
|
||
|
|
||
|
this.flow = flow;
|
||
|
|
||
|
flow.result = node.build( this, output );
|
||
|
|
||
|
this.flow = previousFlow;
|
||
|
|
||
|
return flow;
|
||
|
|
||
|
}
|
||
|
|
||
|
flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
|
||
|
|
||
|
const previousShaderStage = this.shaderStage;
|
||
|
|
||
|
this.setShaderStage( shaderStage );
|
||
|
|
||
|
const flowData = this.flowChildNode( node, output );
|
||
|
|
||
|
if ( propertyName !== null ) {
|
||
|
|
||
|
flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
|
||
|
|
||
|
}
|
||
|
|
||
|
this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
|
||
|
|
||
|
this.setShaderStage( previousShaderStage );
|
||
|
|
||
|
return flowData;
|
||
|
|
||
|
}
|
||
|
|
||
|
getAttributesArray() {
|
||
|
|
||
|
return this.attributes.concat( this.bufferAttributes );
|
||
|
|
||
|
}
|
||
|
|
||
|
getAttributes( /*shaderStage*/ ) {
|
||
|
|
||
|
console.warn( 'Abstract function.' );
|
||
|
|
||
|
}
|
||
|
|
||
|
getVaryings( /*shaderStage*/ ) {
|
||
|
|
||
|
console.warn( 'Abstract function.' );
|
||
|
|
||
|
}
|
||
|
|
||
|
getVar( type, name ) {
|
||
|
|
||
|
return `${type} ${name}`;
|
||
|
|
||
|
}
|
||
|
|
||
|
getVars( shaderStage ) {
|
||
|
|
||
|
let snippet = '';
|
||
|
|
||
|
const vars = this.vars[ shaderStage ];
|
||
|
|
||
|
for ( const variable of vars ) {
|
||
|
|
||
|
snippet += `${ this.getVar( variable.type, variable.name ) }; `;
|
||
|
|
||
|
}
|
||
|
|
||
|
return snippet;
|
||
|
|
||
|
}
|
||
|
|
||
|
getUniforms( /*shaderStage*/ ) {
|
||
|
|
||
|
console.warn( 'Abstract function.' );
|
||
|
|
||
|
}
|
||
|
|
||
|
getCodes( shaderStage ) {
|
||
|
|
||
|
const codes = this.codes[ shaderStage ];
|
||
|
|
||
|
let code = '';
|
||
|
|
||
|
for ( const nodeCode of codes ) {
|
||
|
|
||
|
code += nodeCode.code + '\n';
|
||
|
|
||
|
}
|
||
|
|
||
|
return code;
|
||
|
|
||
|
}
|
||
|
|
||
|
getHash() {
|
||
|
|
||
|
return this.vertexShader + this.fragmentShader + this.computeShader;
|
||
|
|
||
|
}
|
||
|
|
||
|
setShaderStage( shaderStage ) {
|
||
|
|
||
|
this.shaderStage = shaderStage;
|
||
|
|
||
|
}
|
||
|
|
||
|
getShaderStage() {
|
||
|
|
||
|
return this.shaderStage;
|
||
|
|
||
|
}
|
||
|
|
||
|
setBuildStage( buildStage ) {
|
||
|
|
||
|
this.buildStage = buildStage;
|
||
|
|
||
|
}
|
||
|
|
||
|
getBuildStage() {
|
||
|
|
||
|
return this.buildStage;
|
||
|
|
||
|
}
|
||
|
|
||
|
buildCode() {
|
||
|
|
||
|
console.warn( 'Abstract function.' );
|
||
|
|
||
|
}
|
||
|
|
||
|
build() {
|
||
|
|
||
|
// construct() -> stage 1: create possible new nodes and returns an output reference node
|
||
|
// analyze() -> stage 2: analyze nodes to possible optimization and validation
|
||
|
// generate() -> stage 3: generate shader
|
||
|
|
||
|
for ( const buildStage of defaultBuildStages ) {
|
||
|
|
||
|
this.setBuildStage( buildStage );
|
||
|
|
||
|
if ( this.context.vertex && this.context.vertex.isNode ) {
|
||
|
|
||
|
this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( const shaderStage of shaderStages ) {
|
||
|
|
||
|
this.setShaderStage( shaderStage );
|
||
|
|
||
|
const flowNodes = this.flowNodes[ shaderStage ];
|
||
|
|
||
|
for ( const node of flowNodes ) {
|
||
|
|
||
|
if ( buildStage === 'generate' ) {
|
||
|
|
||
|
this.flowNode( node );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
node.build( this );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
this.setBuildStage( null );
|
||
|
this.setShaderStage( null );
|
||
|
|
||
|
// stage 4: build code for a specific output
|
||
|
|
||
|
this.buildCode();
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
createNodeMaterial( type ) {
|
||
|
|
||
|
return createNodeMaterialFromType( type );
|
||
|
|
||
|
}
|
||
|
|
||
|
format( snippet, fromType, toType ) {
|
||
|
|
||
|
fromType = this.getVectorType( fromType );
|
||
|
toType = this.getVectorType( toType );
|
||
|
|
||
|
if ( fromType === toType || toType === null || this.isReference( toType ) ) {
|
||
|
|
||
|
return snippet;
|
||
|
|
||
|
}
|
||
|
|
||
|
const fromTypeLength = this.getTypeLength( fromType );
|
||
|
const toTypeLength = this.getTypeLength( toType );
|
||
|
|
||
|
if ( fromTypeLength > 4 ) { // fromType is matrix-like
|
||
|
|
||
|
// @TODO: ignore for now
|
||
|
|
||
|
return snippet;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
|
||
|
|
||
|
// @TODO: ignore for now
|
||
|
|
||
|
return snippet;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( fromTypeLength === toTypeLength ) {
|
||
|
|
||
|
return `${ this.getType( toType ) }( ${ snippet } )`;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( fromTypeLength > toTypeLength ) {
|
||
|
|
||
|
return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( toTypeLength === 4 ) { // toType is vec4-like
|
||
|
|
||
|
return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
|
||
|
|
||
|
return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
|
||
|
|
||
|
}
|
||
|
|
||
|
return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
|
||
|
|
||
|
}
|
||
|
|
||
|
getSignature() {
|
||
|
|
||
|
return `// Three.js r${ REVISION } - NodeMaterial System\n`;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
export default NodeBuilder;
|